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-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl4
1 files changed, 3 insertions, 1 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
index 9f94b9e8ea..b5c6693d3b 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
@@ -272,6 +272,7 @@ void main()
vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg;
float scol = max(scol_ambocc.r, diffuse.a);
float ambocc = scol_ambocc.g;
+ float glowresult = 0.0;
calcAtmospherics(pos.xyz, ambocc);
@@ -287,6 +288,7 @@ void main()
vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
float sa = dot(refnormpersp, vary_light.xyz);
vec3 dumbshiny = vary_SunlitColor*scol*texture2D(lightFunc, vec2(sa, spec.a)).a;
+ glowresult = 0.08 * dot(dumbshiny.rgb, spec.rgb);
// screen-space cheap fakey reflection map
//
@@ -340,7 +342,7 @@ void main()
gl_FragColor.rgb = col;
//gl_FragColor.rgb = gi_col.rgb;
- gl_FragColor.a = 0.0;
+ gl_FragColor.a = glowresult;
//gl_FragColor.rg = scol_ambocc.rg;
//gl_FragColor.rgb = texture2DRect(lightMap, vary_fragcoord.xy).rgb;